Shadowrun: Apocalypse

Nasrin "Nef" Fahandizh

Description:

Essence Countdown: 6:00 (2.7 Essence cost for cyberware)
-1 ongoing for any Move, used by yourself or another, that would heal you.

Wounds: 0:00

Resources: 86k¥

Experience: X X O O O

Hx:

Flynn: -1

Hawthorne: +2(I got her out of some serious shit; I think she’s the smartest.)

Hunch: +2

Midi: +1

Mitena: +1

Ransom: +3(I got her out of some serious shit.)

Suzu: +3(I trust her the least.)

MOVES:

Combat Drones
You have a collection of about a dozen small combat drones ready to back you up. By default: 2-harm gang, small, 1 armor. Choose 2:

You can control your drones from a central location or vehicle. +remote-control

Your drones can fly. +airborne

And choose 1 weakness:

They have a limited battery lifespan. want: short-range

When your drones fight for you, roll +Sharp. On a 10+, hold 3. On a 7-9, hold 1. Over the course of the fight, spend your hold 1 for 1 to have the drones:

Make a hard advance

Stand strong against a hard advance

Cover an organized retreat

Create an opportunity for you or one of your allies

Self-destruct, doing +1 harm in the process

On a miss, your drones glitch, stall, or are somehow confused.

For an advancement, you may cross off one Personal Move to instead add a new choice or remove an existing choice.

Easy to Trust
When you try to seduce or manipulate another player’s character, roll +Hx instead of roll +Hot. An NPC, roll +Cool instead of roll +Hot.

Half the Fun
When you travel through dangerous territory, roll +Cool. On a 10+, you make it with no problems. On a 7-9, the GM will tell you if you get there late or if you are spotted by unfriendly parties. On a miss, you will have to deal with some form of interference.
(If the team doesn’t have a rigger with this move, then they’re completely at the GM’s mercy when it comes to travel time. Turns out the Sixth World is a dangerous place.)

Hell On Wheels
When operating a vehicle…

If you do something under fire, add the vehicle’s power to your roll

If you try to seize something by force, add your vehicle’s power to your roll

If you go aggro, add your vehicle’s power to your roll

If you try to seduce or manipulate, add your vehicle’s looks to your roll

If you help or interfere with someone, add your vehicle’s power to your roll

If someone interferes with you, add your vehicle’s weakness to their roll
If you fail your move, take a penalty forward equal to your vehicle’s weakness

Ice-Cold
When you go aggro on an NPC, roll +Cool instead of roll +Hard. When you go aggro on another player’s character, roll +Hx instead of roll +Hard.

Mechanic
You are skilled with your hands and can fix, repair, or build pretty much anything. You have a dedicated workspace for larger projects, and an ability to repair things on the fly.

Workspace: a garage or abandoned warehouse, machining tools, a junkyard of raw materials.

When you go into your workspace and dedicate yourself to making a thing, or to getting to the bottom of something technological, decide what you’re doing and tell the GM. The GM will tell you “sure, no problem, but…” and then 1 to 4 of the following:

It’s going to take hours/days/weeks/months of work

First you’ll have to get/build/fix/figure out (something)

You’re going to need (someone) to help you with it

It’s going to cost you a ton of cash

The best you’ll be able to do is a crap version, weak and unreliable

It’s going to mean exposing yourself and colleagues to serious danger

You’re going to have to add (something) to your workspace first

It’s going to take several/dozens/hundreds of tries

You’re going to have to take (something) apart to do it.

The GM might connect them all with “and,” or might throw in a merciful “or.” Once you’ve accomplished the necessaries, you can go ahead and accomplish the thing itself.

Field Repair: When you try to keep a piece of tech from falling apart roll +sharp. On a 10+, the machine can ignore 3 of the harm it has thus far taken. On a 7-9, the machine can ignore 2 of the harm it has taken. On a miss, you may well have made things worse… Note that this does not permanently repair the machine (that requires the workspace above), but does permit it to perhaps survive long enough to get the job done.

Bio:

Nef’s been in Seattle for a couple of years. She’s a good mechanic, but doesn’t talk much, and seems much more comfortable with her gadgets and toys than she does with things that don’t just click and beep.

For all that, she’s got a good reputation—she’s done some smuggling (although never of any hard drugs or illegal BTLs), has worked as a mechanic for a couple of the local go-gangs, and rumor says she even worked for a while doing maintenance and repairs on the bikes of the local Combat Biker team, the Tacoma Timber Wolves.

Nef has a garage in Renton.

ADVANCEMENT

__ +1 Cool

__ +1 Hard

__ +1 Hot

__ +1 Sharp

__ +1 Will

✓ +1 Class Move (Mechanic)

✓ +1 Class Move (Half the Fun)

__ +1 Class Move (Drone Operator)

✓ +1 Personal Move (Easy To Trust)

__ +1 Personal Move (Inner Vitality)

__ +1 Personal Move (Moonlighting)

After taking 5 Advances from the choices above, you may also select from the list below (or take more from the above list):

__ +1 to any one Stat (Will)

__ Retire your character to safety and create a new character

__ Create a second character to play (so now you have two active characters)

__ Remove a debility

__ Choose 2 basic moves and advance them

__ Choose 2 basic moves and advance them

__ Choose 2 basic moves and advance them

__ Choose 2 basic moves and advance them

__ Invent your own move or take one move from any list (subject to GM approval)

__ Invent your own move or take one move from any list (subject to GM approval)